Today we would like to tell you a bit more about some of the upcoming features of the Campaign: The Train and the Research System
During The Campaign you will mostly have to deal with reconquering a big territory currently occupied by the infected. In this future world there is just one city standing: Empire City, where most remaining humans live. At the beginning of the game, the Emperor commands you with the task to expand the empire throughout the infected territory. You’ll have to build colonies that will be connected by a railway network.
In the campaign, the train will always play a role in the colony-type missions. In these maps the Command Center will be located next to the railway tracks that will run across the map.
The train convoy will arrive at the colony once a day with a payload of colonists from Empire City to populate the colony. Therefore, in the Campaign, houses will initially be empty and "disabled" until the colonist arrive.
As well as adding realism and coherence with the game story and the style (steampunk), the train enhances the gameplay mechanism:
Structures cannot be built on top railway tracks: That's something obvious of course, but it presents a new challenge to both expanding and protecting the colony. Colonies will always have those open gaps for the infected to sneak in. Make sure you place your units and towers to defend them well.
The train can destroy the infected: The train will destroy all infected units that cross paths with it! But don't worry, your units cannot be harmed. They will just be pulled apart and let the train pass. This feature can be used to your advantage.
The Train won't come to the colony while it is attacked by a swarm: So the train will delay its arrival the next day.
Colonists just arrive to the colony once a day: So you should take this into account when deciding when to build houses, or other buildings.
You can upgrade the train by researching specific perks in the Research Tree: So when it comes to the colony it will bring not just colonists, but also resources and gold.
The Research System
During the campaign you will have access to the Research Laboratory in between missions. There you can use the Research Points you have won by finishing missions, or found while exploring the Old Fortresses.
The Research system will have a really big impact in the gameplay. Consider that in the beginning of the Campaign you’ll start will a very low level of technology that will allow you just to build these elements: Tent, Wood Wall / Gate, Mill, Tesla Tower, Quarry, Sawmill, Fisherman and Hunter Cottages and the Ranger. And by contrast, at the end you may finish with highly sophisticated units and buildings that will allow you to develop much more powerful colonies than the current ones in the Survival Mode.
The Research Tree has more than 90 research perks. Some of them will allow the unlocking of new buildings or units. Others consist on upgrades for buildings / units, or general improvements for your colony. There will be a great variety of them, so every player can have a unique experience while deciding how to evolve their colony. It won't be possible to research all the perks in the tree, so make sure your research strategy matches your playing style! But don't worry too much about whether you are choosing the right perks. The missions will be very open and can be played in different ways. As in the Survival mode, you will need to adapt your colony for every challenge. But also, you will always have several missions available so you can decide to play them in the order that better fits your technology level.
Here you have an preview image, sorry about it being in Spanish, we will translate the Campaign when is fully completed.
By the way, the current mayors system of the Survival Mode won't be available for the Campaign as their bonus and features interferes with the Research System that will be much more complex and deep and leave the Mayors system just for Survival and Custom Maps.
Some more features for the Editor (V. 0.10.16)
We have just updated the version, fixed some reported bugs and also added a few more elements, taken from the campaign, to enrich your custom levels gameplay and narrative.
You can place signs in the map to show more information (names, warnings...) about regions of different parts of the map. They are activated by units (with right click as any other interactive element).
Multi-purpose Machines: The Communicator and the Transmitter
You can place these machines in the map and set an script that will be executed when a unit interact with the machine (right click). These elements are useful when you need to trigger an event in an specific moment (instead of automatic events), and when a unit reaches that point in the map. For example, you can now create more tactical maps where the player must reach and activate those landmarks to win the game.
And that's all for now. In the next update we will talk about the World Map and Missions!
First of all, happy New Year! We hope your New Year is off to a good start. We’re very grateful for how exciting last year has been for our studio. There are big plans for this new year and we are sure that it will be too for the great community of They Are Billions. Now, let's talk about the development of TAB, What are we working on right now?
The Level Editor
We continue expanding and improving the game level editor as it has proved to be very successful amongst the community. There are already more than 500 levels published, some of them really complex and sophisticated. We're amazed of what you’ve achieved so far, thank you very much guys!
Step by step, we will include more and more features, assets, and interesting new elements to enhance your awesome designs. Some things we are working on are the modding of game rules (all the game stats and parameters), new interactive assets, and more ornament assets to decorate your levels.
Also we are going to allow users to create campaign-like series of levels where the player must play them in order, so they need to finish the first one to unlock the second, and go on. That will be very useful to those great series you are creating so you can make sure the player is following the levels and the narrative in the order decided by the designer. We are also considering to incorporate some kind of persistent state through the series that can be used to create things like branched stories.
This is the big challenge for this year! We know you have lots of questions about it, let us answer some of the most common ones.
What happens with the Campaign, Why it is so delayed?
First, let me say that we really understand your impatience. The launch of the Campaign has been delayed from our first estimations, so we fully understand you can be a bit disappointed. But, be aware that all this extra time means that we are developing a much more ambitious Campaign than we originally planned. Given the success of TAB, we feel the responsibility to develop the best possible game. We've just got one chance to release the full finished game, and we would honestly prefer to be known as the ‘slow developers’ that have released a great RTS, than the ‘rushed developers’ with an average game.
Think that the Campaign is going to be like a new full game with 40-50 hours of content! We have literally created hundreds of new graphics for the Campaign. Indeed, the investment in the Campaign has been much larger than for all the Survival Mode.
When can we test and play the Campaign?
We’ve decided not to partially release the campaign under Early Access, but release it fully at the same time that we officially launch the game out of Early Access. We will perform all the testing internally here with our team of testers and, of course, we will keep on updating you about the campaign details here. We believe is better not to release the campaign "in pieces" as it would delay the development, and it would spoil everything. We want to surprise you with the full Campaign :)
Will the Survival Mode be expanded?
Yes. The current Survival Mode will receive two new map themes very soon. One will be the easiest one, and will be the first to be played, and the other that will become the hardest one to play, even more than the Desolated Wasteland. These will the biggest expansions to the Survival Mode until the Campaign is finished. We will give you more details about them in the next update.
Will there be more units in the game?
Definitely yes. We have already several new infected ready and, right now, we are working on the Empire Heroes. All of them are been reserved for the Campaign. There will also be new upgrades that players can research in the Campaign, like the Laser Titan. Once the Campaign is released we are thinking about adding new game modes and integrating some elements of the Campaign to the Survival. That’s the future we are working on!
And here some more images from the Campaign, hope you like them:
Next update we will talk about the Research System in the Campaign. See you soon!
After two weeks of testing the level editor and the workshop, we are glad to announce that it’s finally ready. Thank you very much to all the players that joined the editor testing group and shared their feedback with the developers. Right now there are more than 80 levels to enjoy, and we’re sure there are many more to come soon.
The editor and custom levels access is now available with the new version of They Are Billions: V.0.10
Playing Custom Levels
It’s very easy and straightforward. Just start the game and press New Game. There are now more options to play: Survival, Community Challenge and Custom Levels.
Select the Custom Levels option to access the Levels Dashboard. You will find there the list of all the levels you are subscribed to. Just select the one you wish to play (in some of them you can configure the map type) and good luck! :)
How to Get New Levels
In the custom levels dashboard there is a link to the They Are Billions workshop. Select the levels you like and press the Subscribe button.
You can do it directly from the workshop steam page here:
Press the update button in the dashboard for a refreshed list of levels including the new subscribed ones.
Every workshop item has its own steam page, go there to give feedback or any other info to the level creator.
New Level from Numantian: The 50 Days Challenge!
One of the features of the level editor is that you can make the game generate a random Survival map and then modify the events, scripting and narrative to bring a new survival experience to the player.
We have created "The 50 Days Challenge" which is a survival game with just 50 days to build your colony before the Final Swarm arrives. But don’t despair, you will not be alone in this task. The neighboring colonies and the New Empire will try to keep you from joining the hordes of infected by sending help periodically.
Hope you like it! It’s a super fast game and a real challenge!.
The Custom Levels Editor
There are three ways to launch the Editor: - From the game main menu, go to More => Launch Editor - Or just press and hold the SHIFT key when starting the game and the editor will be launched automatically.
- In the installation folder you have a LaunchEditor.bat you can use to launch it directly.
These are the main features of the level editor:
Map creation can be manually crafted or let the game generates a random survival map when the game starts.
Custom scripts to enhance the narrative.
Advanced ZXCode language (variables and functions) to create complex gameplay mechanisms.
Of course, it will be updated periodically to include more features to create. One of the upcoming big features will be custom modding of game rules (units, structures, stats...).
The Level Editors Guide
Before playing with the editor we strongly recommend you read this short guide we have prepared. Here it is: TAB Editor Guide
Forum & Support for the Editor & Workshop
Please, use this forum for all related info about the editor and workshop, comments, feedback, new features or bugs reporting. Also we will update there the development progress and version changes log. They Are Billions Workshop Forum
Now it the editor is ready we think it can expand a lot the content of They Are Billions so we can focus on finishing the campaign mode. We know all of you are asking us for the estimated launch date but we cannot give an answer yet. We would like and we will try with all our workforce to release the campaign on next Spring 2019. At the same time we will improve the Survival Mode with two new Map Themes and expanding the features of the editor to allow you to create even more awesome levels.
And that's all! We hope the editor will bring lots of fun and surprises for the great community of They Are Billions players.
This is a quick update for the players that wishes to test the Editor and Workshop features of They Are Billions. For the rest of players, please ignore this update, and wait to the public release. We will announce it here as usual.
Before releasing the Custom Levels Editor and the Workshop integration we would like to test it further with the community. So, for this reason we have enabled the Editor features under the Test branch of They Are Billions (v.0.10).
Accesing the Test Branch
To access the Test Branch you just have to open the properties panel of They Are Billions on Steam (right click on the game, select properties option). Then, under the page Betas, select the Test branch and let Steam update the game.
This version hasn't been completely translated to all languages yet. That's why you will find some English texts in some parts of the game. We are planning to release The final version on November 25th that, as we always do, will be translated to all languages.
The TAB Editor
There are two ways to launch the Editor:
From the game main menu, go to More => Launch Editor
Or just press and hold the SHIFT key when starting the game and the editor will be launched automatically.
As we are planning to heavily update and expand the editor, the interface will only be available in English for now. Our intention is to have it translated to all the languages that They Are Billions currently supports when the game is finished. Nevertheless, you can create levels in any language you like,. Indeed, the editor allows you to create multi-language levels.
Before playing with the editor we strongly recommend you to read the short guide we have prepared. Here it is: TAB Editor Guide
Testing & Publishing your Levels in the Workshop
You can test your levels locally in your computer before submitting them to the Workshop.
The Workshop is still private and only accesible for the members of this group. If you wish to test the Workshop now, please join to the Numantian Games group here.
Just a quick update to talk about the new version published 0.92 and some news about the incoming Level Editor.
New Version V 0.9.2
It is just a minor update. It fixes some problems and bugs and also improves the general performance. It also includes these new features:
Now you can customize most of the keyboard commands available in the game. You can do it from the Options screen, under the controls section. You can even assign several keys for the same command if you like.
8 New Achievements
We have added some more achievements that make the Survival Game more challenging and spicy:
Open Mind Win a Survival game (Score Factor >= 100%) without using walls, gates and towers.
Soldier Wrath Win a Survival game (Score Factor >= 100%) with just Soldiers in your army. No Attack Towers allowed.
Ranger Revenge Win a Survival game (Score Factor >= 100%) with just Rangers in your army. No Attack Towers allowed.
Sniper Slaughter Win a Survival game (Score Factor >= 100%) with just Snipers in your army. No Attack Towers allowed.
No Towers Needed Win a Survival game (Score Factor >= 200%) without using Attack Towers like Ballista or Executor.
Peaceful Win a Survival game (Score Factor >= 100%) with no new units trained.
Unstoppable Win a Survival game (Score Factor >= 100%) without pausing the game.
Best General Win a Survival game (Score Factor >= 100%) with no casualties. No Attack Towers allowed.
The Game Editor
We expect to release the game editor in about two weeks under Steam Workshop. With the game editor players can create and share custom levels. The editor will be updated from time to time, growing in added features.
These are the main features included in this first version:
- Full map creation: Theme selection, terrains, forests, mountains, ornaments... - Adding any game elements: Buildings, Doom Villages, treasures to loot, ruins, units... - Adding interactive elements, like displaying a message when a unit enter in a selected area, or creating Units (Infected) generators. - Create your own story by customizing the start, game win and lose, game events, neutral characters that join your colony. All of these with your own style and writing. - Full control of game events: Roaming infected groups, swarms, win conditions, send all infected to the Command Center, grant or remove resources to the colony...
What do you think? We are confident that you will create great and original levels with this first version. Here you have some screenshots:
And that's all for now. See you soon!
We have delayed some weeks the launch of the editor as we have been improving it heavily. The reason is because we want to make sure that all levels and content created with the editor will be always compatible with all future new versions of the game. Also we have added some cool features that were missing in the previous version:
Custom Survival Levels: You can let the game to generate random maps (as the Survival Games) and just customize the narrative, events and scripts to offer your own Survival Experience.
Custom Scripts: We have improved this part a lot. You can now interact much more with the player (dialog, menus to choose options...), and a lot of cool things to make very interesting levels.
Multi language support: You can create multi-language custom levels to reach a wider audience.
Custom Pictures & Sounds: Decorate your story and narrative displaying custom pictures and playing custom sounds.
New Custom Level from Numantian: The 50 Days Challenge! A extreme and super fast survival game where you will need the help of the colony neighbors to succeed.
First we will activate the Workshop and Editor for the Test Branch. We will announce it here very soon. And after that (for 26-29th Nov) we will make it public for all players.
I hope you’ve had a great summer! It’s been a while since our last update. It’s not only because even the most devoted developers need to take a break sometimes, but mostly because we’ve been working hard on the game, making big changes as we develop the Campaign Mode. This, unfortunately, has prevented us from updating the Survival Mode with new content for now.
So with this post, we would like to inform you on the game development and what we’re currently working on.
When we originally envisioned They Are Billions, the Campaign was the main gameplay mode and the Survival was just conceived as a quick game for fun, played in a random scenario, that allowed us to test and balance the game. We decided to release it in Early Access on Steam at the end of last year, as the players who played the Survival Preview (the backers) loved it. To our surprise the success of the Survival mode was so great that we decided to improve it over time, as you surely know, by continually adding content and putting a lot of work on it. But then... what’s happening with the Campaign?
We’re now in a paradoxical situation in which the development of the Survival takes time away from developing the Campaign and vice versa. And both modes need to grow together since they have the same core. Otherwise, we’d end up having two different games. So now, it’s the Campaign’s turn, which is also a good thing, as we’ll include many of the features implemented in the Campaign to enrich the Survival Mode.
And How is the Campaign development going?
The Campaign development has been much more time consuming than we anticipated. We’re committed to delivering a great Campaign and not just a bunch of survival scenarios that you have to play in sequence. We want to add there all that is lacking in the Survival Mode, to have a perfect and rounded experience.
In the Campaign you’ll have a big World Map where you’ll be able to choose what kind of missions to play to reconquer a big territory from the infected. Every mission accomplished will unlock new missions, but be careful because infected swarms will block your path to new territories. You’ll have to destroy them with your personal Imperial Army.
These are the kinds of missions you’ll encounter:
- Colony Building: In this mission you have to build a colony on an outdoor map and achieve specific objectives (resist X days, get X colonists, get X resources...).
- Swarm Attack: You’ll need to grow a big army from the Empire using your Empire Points to hire your troops. Lead them against the swarm that’s blocking your advance on the map and reach new territories where you can establish new human colonies.
- Old Fortresses: This is a tactical-based mission. You’ll explore abandoned human fortresses with just a few units. In these Fortresses, you’ll discover secrets and valuable artifacts that will grant you advancements in Science, Technology and the Empire. These will boost your Colonies and your Imperial Army.
The Old Fortresses missions are themselves like a whole new game that we think will improve and enrich the experience. You’ll have to venture into these infected places with only a handful of warriors (and a Hero, but we’ll talk about heroes later). To survive, use the environment to your advantage. These fortresses hold the keys to you finding out how the world fell to the infection, with lots of lore and many other surprises along the way.
We have now new artists creating hundreds upon hundreds of new graphic assets for the game. Here’s a taste of what the Old fortresses look like. We hope you like the atmosphere:
Incoming Game Editor
We expect to release a game editor soon, so players can create and share their Survival maps with other players. This will be officially supported and will be integrated with the Steam Workshop too. We’ll talk about it more in the next update.
And that's all for the moment. Keep on fighting for the humans!
While we are working hard developing the Campaign of They Are Billions we would like to add some more spice to the current Survival Mode:
The Infected Giant
The Infected Giant is a very special enemy with some specific features. The Giant is a mutated infected that has grown without limit for years and years. It is so huge that the earth trembles under its passage.
When does the beast appear in the game?
From the beginning... They start roaming the outer border of the map, nevertheless, the Giants are so huge that you will always know where they are as their position will be marked on the minimap with a small icon. This is a great clue so you know where you shouldn’t expand your colony or move your units, at least not until you have a very powerful army to fight them.
The Giant(s) appear on the maps with the Infected Population set at “Challenging” difficulty or above. So, new players don't worry, you won't need to face this beast during your first playthroughs.
The Tiny Brain of the Giant
Giants are huge and powerful but with a tiny brain. They cannot hear so they are not attracted by nearby activity. Also, they are almost blind, they react slowly to your actions, but be careful, once it detects a target it will chase it with terrifying speed and there are no walls in the world that can stop them!
Their Deadly Attack
The Giant has the most powerful attack in They Are Billions. They have a very long reach and they hit everything in a 120º arc. Nothing can escape their attack, even other infected can be destroyed if they are within the Giants attack range.
I'm scared... What can I do?
Nothing. We recommend you avoid the Giants and don’t annoy them under any circumstance. But you can’t avoid them all game, you should kill them before the final horde comes for your colony, because they will join them as any other infected on the map. Believe us, last thing you want is to fight the final swarm and the Giants at the same time...
Version 0.9: More Features
New Difficulty Mode: Nightmare!
Are you one of the pro-players that think TAB is a piece of cake? Congratulations and welcome to your worst nightmare!
This is a new value for the Infected Population, which increases the huge population of Brutal mode by 30%!!! And it also includes a gift of three Giants on the same map. We think it is almost impossible to beat the game on this mode but it will be great fun to try. If you can beat it in the desert, you will get a score factor of 800%!! Good luck!
Some technical info about this mode: We have optimized TAB even more in the 0.9 version, allowing the engine to move more and more units. That being said, this mode requires a good computer with many cores and a high speed. Using a lower spec computer can cause the game to suffer, dropping frames and running slowly when the big swarm heads towards the colony. However, the game will continue to be playable.
Armor System Refactored
In previous versions of TAB, the Armor value of the units are subtracted from the damage, for example, an attack of 8 against an armor of 3, deals 5 life points of damage.
Now the Armor decreases the damage as a percentage instead of an absolute value. For example, an attack of 8 against a 25% armor deals 6 life points of damage. This means that now, small damage attacks like the weak infected are not as reduced by the armor as before, but the deadlier attacks (Harpies, Chubies, Giants....) are much more reduced. Also, with the new armour values, Soldiers and Titans are much more resistant to damage than the Rangers and Snipers, which is more realistic.
Ranger and Sniper: 5%
Soldier and Titan: 40%
Lucifer and Thanatos: 25%
New Map Features
You can find on the maps new elements to loot, food crates that add food to the Command Center and old batteries that provide extra energy to the colony. Also, we have added some more decorative elements.
Some more Balancing
Traps life increased.
Soldier and Titan damage increased.
Veteran Soldier and Veteran Ranger attack range increased.
New Achievements Four new achievements:
Giant Slayer Level 1: When you kill your first Giant.
Giant Slayer Level 2: When you kill your two Giants on the same map.
Giant Slayer Level 3: When you kill your three Giants on the same map.
The Most Wonderful Colony: When you build all the Six Wonders in your colony.
And that's all for the moment, we hope you to enjoy this new update. In the next one we will talk and show more screenshots from the Campaign.
We are working now in two fronts, the Old Fortresses, where the tactic missions will be played, and the Trains system. In the next update we’ll talk more about them and we’ll publish new screenshots with new content.
Trains on Survival Mode?
As we said before we want to keep on trying to enrich the content of the Survival mode with elements from the campaign. Therefore we are also considering including the Trains in the Survival mode, but just as new environmental element. There will be a railway line that will cross the map and, periodically, there will be trains passing through the map. It will not only be a nice touch for the maps, but also an important strategic element. Obviously you won’t be able build over the railways so you’ll have to defend that parts in a different way (without walls). On the other hand the trains will destroy all those unlucky infected who happen to be on its way. That’ll certainly be something worth watching!
New Version 0.8.2
These are the new features of the 0.8.2 version, which is available now:
New Army Buttons
Many times in the game, you want to select all the units of the same type, for example, "Select all snipers to defend the North wall....". There is a new button on the right part of the screen for every type of unit you have (Ranger, Sniper...) that also shows the total amount of each of them. Click them and all the units of that type will be selected.
You can combine the mouse clicks with the Shift key to add the units to the current selection.
Press F2 to select all the Army
You can use the shortcut F2 to select all units available in your army.
Power Plant Changes
Now the Power Plant uses 10 wood units instead 5 wood and 5 stone. Before, building sawmills in the late stages of the game was something superfluous and by contrast, if you built several power plants you could easily run out of stone which is so necessary as the game progresses. We think that works much better now, as it improves the resources balancing especially in the second half of the game.
Stakes and Blades Traps
Judging by the screenshots and gameplay videos from players, it seems that the traps are underused. We think they are currently very useful, as they not only harm the infected but also slow them down. Another advantage is that they can be placed on the floor without restrictions and don't block the movement of your army (as the walls do).
Also they would make more sense in real life, where a fortress would have one or two rows of walls with a gate protected by a series of traps. Building lots of walls randomly just to block the infected looks quite weird :)
So for all these reasons we have improved the traps:
- Stakes Trap: +20% Life. + 25% damage. - Blades Trap: +30% Life. + 25% damage.
Pathfinding for Swarms: Improved Performance
There is a good reason why They Are Billions is clearly one of the games that manages more units in real time, units that are truly independent, every unit has their own AI and behaves always on their own. That's the reason why the infected swarms in They Are Billions looks so natural and organic.
The game engine is ultra optimized in every aspect, especially the path finding, which is one of the most costly operations.
In many other games with big armies, the paths are computed for a full group of units and generally those paths don't change with time as the environment is static and fixed. By contrast, on TAB every unit computes its own paths to reach its targets. This path is recomputed every few seconds to react to the changes of the environment (walls destroyed, structures built...). Thanks to that, the swarms can split in several paths or single units can leave the swarm if they have seen or heard something, as it would happen in real life.
Although the game system is already quite optimized, we have gone further. Previously, all paths were recomputed if anything on the map changed, which could lead to some frame drops when there are big swarms running to the colony. Now, only if something that can affect the current paths is changed the path is recomputed. For example, the infected don't care about walls; they ignore them unless they are blocking their movement in which case they will try to destroy them. So now, if a wall in their path is destroyed or built the path won't be recomputed.
What all of this stuff means to the player? We expect the game to run smoother, specially when big swarms are approaching the colony.
Survival Challenge: Score Factor fixed It was an issue when computing the final score of the Survival Challenge. The Score Factor relative to the map type was not incorporated to the equation, so all score factors of the Survival Mode were 100% regardless the map type. Now that bug is fixed so your score will reflect better the real difficulty of the map.
And that's all for now. Thanks for your support and see you soon!
The Six Wonders are the biggest and most amazing ones you can build for the colony. But, as mighty as they are, they’re also really expensive to build. Tons of resources are required for both researching and building them. In return, they grant very special features to the colony, and also increase the final score with extra victory points.
You can only build one of each kind in the same map. Building all of them can be challenging or almost impossible, but that's part of the strategy. If you have the resources to build just one, chose carefully which will suit your colony best, given the current map, your resources production...
The Lightning Spire
This portentous structure reaches toward the sky, capturing the energy of lightning for the colony. In addition, it extends the power supply, acting as a huge Tesla Tower.
Energy Supply: +800
Energy Transfer Radius: 30
Victory Points: +1500
The Atlas Transmutator
No one knows how it works, but this extraordinary and smoky metal spawn is capable of transforming common materials into precious oil.
Oil Supply: +40 (by transmutating 20 wood, 20 stone and 10 iron).
Victory Points: +2000
This unbreakable bunker stands as the most amazing symbol of the victory of humanity against the infected. It's a beacon of hope and courage for everyone in the colony.
Colonists Hope: +20% gold generation for the surrounding dwellings.
Unbreakable: Defenses Life 8000, Armor 10.
Victory Points: +2000
The Academy of Immortals
In this glorious academy, the most famous heroes train the army to battle with the skills and courage of experienced veteran soldiers.
All army units and new units trained are veteran.
Victory Points: +1000
The Crystal Palace
This magnificent architectural wonder generates its own climate control environment, where the best crops bloom and thrive, feeding the colony even in the most barren lands.
Food Supply +800 on any terrain.
Victory Points: +1500
The Silent Beholder
It’s the most precise and complex machine ever created. The Beholder is installed on top of the Command Center revealing the entire map. Nothing can escape its prodigious eye.
Reveals all the map and enemies permanently.
Victory Points: +1500
Finally, here goes a screenshot to show you how the Wonders look in the colony:
New Version 0.8
Of course, all the new features we talked about in our last update are now available: Flat mode (F4), World Capture (F10), the new 30 Mayors, Italian language, the new balancing tweaks, and much more.
By the way, as the Flat Mode has proven to be very helpful, we’ve improved how it’s activated. In addition to using the F4 key, you can use any extra button you have on your mouse, other than the left and right ones, to activate this. For example, you can use the central button that is usually available by pressing the wheel.
Now, we want to put most of our workforce into developing the campaign and finishing the game. In the meantime, some of the new campaign content may be added to the Survival Mode, such as new map themes, new infected... and new features.
As many players have requested, we’ll improve the frequency of our updates to two or three weeks at most. We’ll share more about how the development is going, and tell you, the players, more about They Are Billions.
We hope you like this new update! Looking forward to watching those mega screenshots of your colonies with your amazing wonders.
As you know we are working on a big update for They Are Billions (V.0.8) with The Six Wonders, that we expect to publish on the 5th of May. Yes, it has been delayed, sorry about that! The main reason is that we have to translate all the new stuff into 12 languages which pushed back the release dates and also requires extra testing time.
Meanwhile we have used this time to add more features suggested by you, the players, to improve many aspects of the game. Apart from the Six Wonders, which we will go more in detail in our next post, we want to talk about the new features of the upcoming 0.8 version.
New Language Available: Italian
Finally, we have finished the translation to Italian and it will be included in the next version 0.8. They Are Billions is now available in twelve languages!
Flat Mode (F4)
This is really helpful! You can toggle the Flat Mode with the F4 key. When activated, mountains and forests will be displayed just as flat coloured cells, allowing you to see what’s behind them, making it easier to build near those hidden parts of the map.
More Building Assistance
The cells that are in the map limit, where building is not allowed, will be displayed without energy so that it is much easier to know where the limit is and plan your defences accordingly.
Also, when building, all existing objects will turn semi-transparent as the mouse moves over them, to improve the visibility behind them.
Chasing Command for Groups of Units
You will really love this feature! Now, all units in the same selection slot will automatically go in a group formation when they are in the chase command mode. Just select a group of units, save them in a slot with right click and then activate the command chase.
The Inn 2.0
The Inn has been improved in several ways. It’s influence radius is now bigger, and It’s building margin reduced by one.
Mercenaries come to the Inn every five days, except the first ones which will come after just one day. Also, the number of days remaining for new mercenaries to arrive and the percentage of prestige of the Inn is now shown in the features panel. The more prestige, the more powerful the group of mercenaries will be.
30 New Mayors!
We have added 30 new mayors to add more variety to your colonies. Also, if Mayors that bring resources to the colony (for example 200 wood) provide an excess that cannot be stored in the warehouses, they will be placed as bonus items next to the Command Centre, so you can use them when needed. This can be very useful when building the ultra-high expensive Wonders.
Lots of Balancing Improvements
We have made lots of balancing tweaks, so many that we cannot cite them all here. We have improved the Soldiers (that were not so useful compared to other units). Soldiers now level up faster, they do a bit more damage, they regenerate full life in just 24 seconds, their Armour is better and gives 50% more resistance to fire and venom.
Also, Lucifers do more damage, have more health and regenerate full life in just 12 seconds, and they have 75% resistance to venom.
Titans attack radius has been increased by 20% and deal more damage, also they have more life and Armour, but they are more expensive.
Many of the structures have also been tweaked, so now the game feels much more balanced. Also, the map generation is better now and the map scenario types have also been improved.
Now, more than ever, you will have a wider range of strategic options to fight the infected and develop a successful colony.
Units Health Regeneration
We have improved this mechanic to make it more relevant in game. First we have added a tooltip for the Life text in the selection panel which will tell you about the life regeneration rate of the unit. Units start to regenerate health after two seconds without having received any damage. It will then regenerate a fixed number of life points every second:
Ranger: 1 point / second. Full life in 60 seconds.
Soldier: 5 point / second. Full life in 24 seconds.
Sniper: 1 point / second. Full life in 150 seconds.
Lucifer: 40 point / second. Full life in 12 seconds.
Thanatos: 3 point / second. Full life in 83 seconds.
Titan: 8 point / second. Full life in 100 seconds.
Press F10 to take a Mega Screenshot of your entire colony!
This is just amazing! Have you ever wanted to show off your colony to your friends? Does your colony look amazing with your Six Wonders? Have you won the game without using walls or with any other crazy condition and you want to show it to the world? Now you can! :)
Just press F10 whenever you like and the game will render an ultra-big image of the full map. This is especially amazing when the final horde comes to the colony as all the map is revealed.
You can configure the resolution of the image in the options screen, the highest value being 256 mega pixels!! Just check this.
We hope you like the new changes for gameplay and the Survival Mode. Of course, we keep on working on the campaign secretly behind the scenes. After this big update on the 5th of May, we will share with you more details about the highly anticipated campaign.
Thank you all for your incredible support! See you soon!